Render continuously and optimize the glTF viewer

Remove vsync and dirty-flag frame gating, optimize PBR sampling and lighting, add a direct-to-canvas loadout, and preserve camera state on viewer resize.

Add regression coverage and update rendering documentation.

Amp-Thread-ID: https://ampcode.com/threads/T-01a0b382-1e79-712b-abd1-d29201c9bb5e
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-09-18 08:58:27 +00:00
co-authored by heaust
parent bc957cf40d
commit 4784ad7e87
16 changed files with 573 additions and 178 deletions
+41 -30
View File
@@ -1,5 +1,7 @@
use std::cell::{Cell, RefCell};
use std::rc::Rc;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use wasm_bindgen::prelude::wasm_bindgen;
@@ -14,22 +16,22 @@ const channel = new MessageChannel();
const ready = [];
channel.port1.onmessage = () => ready.shift()?.();
export function nextFrame() {
return new Promise(resolve => requestAnimationFrame(resolve));
}
export function yieldTask() {
return new Promise(resolve => {
ready.push(resolve);
channel.port2.postMessage(0);
});
}
export function idleTask() {
return new Promise(resolve => setTimeout(resolve, 16));
}
"#)]
extern "C" {
#[wasm_bindgen(js_name = nextFrame)]
async fn next_frame();
#[wasm_bindgen(js_name = yieldTask)]
async fn yield_task();
#[wasm_bindgen(js_name = idleTask)]
async fn idle_task();
}
pub struct RenderLoop {
@@ -102,13 +104,15 @@ impl RenderLoop {
let control = self.clone();
wasm_bindgen_futures::spawn_local(async move {
loop {
next_frame().await;
// Let control messages run without waiting for display vsync.
yield_task().await;
if !control.playing.get() {
idle_task().await;
continue;
}
let started = js_sys::Date::now();
let fps = control.fps.get();
if fps != 0 && started - control.last.get() < 900.0 / f64::from(fps) {
if fps != 0 && started - control.last.get() < 1000.0 / f64::from(fps) {
continue;
}
let delta = (started - control.last.replace(started)) / 1000.0;
@@ -120,37 +124,40 @@ impl RenderLoop {
let mut data = data.borrow_mut();
data.update_signals(delta as f32, frame, elapsed as f32, control.fps.get());
}
let submission = if data.borrow().render_pending() {
let submission = if data.borrow().render_allowed() {
if let (Some(gpu), Some(loadout)) =
(gpu.borrow_mut().as_mut(), store.borrow_mut().active_mut())
{
if data.borrow_mut().begin_render() {
let profile = control.profiling.get()
&& !control.profile_pending.get()
&& started >= control.profile_after.get();
let result = {
let data = data.borrow();
gpu.render(loadout, &data, profile)
};
match result {
Ok(profile) => profile.map(|profile| {
(profile, gpu.adapter.clone(), gpu.width, gpu.height)
}),
Err(_) => {
data.borrow_mut().mark_dirty();
None
}
}
} else {
None
}
let profile = control.profiling.get()
&& !control.profile_pending.get()
&& started >= control.profile_after.get();
gpu.render(loadout, &data.borrow(), profile)
.ok()
.map(|profile| {
let completed = Arc::new(AtomicBool::new(false));
let callback = completed.clone();
gpu.queue.on_submitted_work_done(move || {
callback.store(true, Ordering::Release);
});
(
profile,
gpu.adapter.clone(),
gpu.width,
gpu.height,
completed,
)
})
} else {
None
}
} else {
None
};
if let Some((profile, adapter, width, height)) = submission {
let Some((profile, adapter, width, height, completed)) = submission else {
idle_task().await;
continue;
};
if let Some(profile) = profile {
control.profile_pending.set(true);
control.profile_after.set(started + 250.0);
let control = control.clone();
@@ -190,6 +197,10 @@ impl RenderLoop {
control.profile_pending.set(false);
});
}
// Bound GPU work in flight instead of queuing frames faster than it can draw.
while !completed.load(Ordering::Acquire) {
yield_task().await;
}
}
});
}